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Some of you may remember me from the abysmal mod for hexen, GZBlackMarsh. Well, I have done it again, but I think this will be better than it. I stuck(Mostly,) to decorate coding, with very little map changes. The monsters all are stronger have better AI, but are randomized in occurrence. So don't be surprised to find tougher monsters in winnowing hall, though it is unlikely. I haven't finished the accompanying text file, so I haven't included it in the first release. I hope that is okay. Please report back after every Hub, on how you liked the bosses and such. Keep an eye out for secrets, and keep in mind that you can reenter hubs.
XPack v2 Released!
XPack version 2 finished. 5 ludicrously hard levels,.
NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!!
Version 0.2:
Changes: Zombies made waaaaay(10000x) tougher, but more
vulnerable(3000x) to certain attacks.
Undead knights, shadow beasts, ghouls, made weaker. Knight attacks
changed to fire.
Levels vastly overhauled, *much bigger* and more detailed.
Exorcist class balanced out more.
Good Luck, please critisize the level work, if you finish it. I had to do it on skill 1, and died over 15 times, but I play zhexen on skill 3, and die maybe 4-5 times out of stupidity in the whole game.
I found out that winnowing hall doesn't work in XPack v2, will try to fix it next release.
Don't waste ammo on the zombies, find the vulnerability and use it!!
XPack v1 Released!
XPack version 1 finished. 5 hardish levels, 1 player class, 4 weapons, and 7 enemies. NOTE- I built this in two days, so the levels are playable, but veeery poor quality. NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!! Versions 1+ should work.
NEW VERSION
It's been awhile, and this is a massive bump, but I updated ZHeXen again with the more recent builds of zdoom. I added the nourishment system in, as well as making 5 new maps for a more enjoyable worldmap, in my opinion. Also, the ettin, when they appear, are better in groups then they were before, with the new command system. Both are only basically tested, but i'd like feedback.
Redesigned worldmap, all 30 maps replaced, and a DM map added They aren't that different than the originals, a lot taller, with occasional deep water and particle fountains. Also, the puzzle paths changed somewhat. It has some bugs, to be finished in future releases. Try it: http://www.mediafire.com/file/2qyqirtyl ... 20V1.0.zip
Spoiler:
Version 0.7, 8th release:
Version .7(a?)
Fixes: Weapon aquiration bug fixed.
Fixed a bug with the gem planet DoomEdNums
Fixed a code bug in the Emerald Lichs' missiles
New Features: Affrit behavior improved
Maps redone:
Wasteland
Caves of Circe
Darkemere Swamp
Sacred Grove
Hypostyle
Heresiarch's Seminary
Orchard of Lamentations
Dungeons
Changes: Added NoBloodSplatter flag to many non-physical rippers to reduce slowdown from blood sprays. Also added spectral flag to several.
Fixes: Further fixed the Weapons code (still no Expansion Pack Compatability, Just don't use it until
that is fixed. Will probably have to wait until neuralstunner is done with exorcist redeux.) Updated to latest version of HH, and adjusted difficulty.
Increased weapon/monster balance. Monsters are even tougher, but are somewhat less common.
Redid Maps (Somewhat, the originals were too good to throw away...)
Guardian of Ice
Guardian of Fire
Guardian of Steel
Bright Crucible
Shadow Wood (Non-boss)
Enjoy!
---
Spoiler:
Next version: .6a!! new! get it now!
Version 0.6a
Fixes: Further fixed the Weapons code (still no Expantion Pack Compatability, Just don't use it untill
that is fixed. Will probably have to wait until neuralstunner is done with exorcist redeux.)
Changes: Redone Maps:
Winnowing Hall
Seven Portals(Map)
Resistance Camp
Power Shrine.
New Features: Fullscreen Hud (To be redone yet again...)
-I included Neuralstunner's entire Hexenhanced, slightly modified to fit the gameplay of zhexen
See his topic for more info.
-Added unfinished immolation death sequences for ettin, centaur, chaos serpent, bishop
-4 new death sequences (5 if you count the rarely/never seen xdeath version of one of them,) for ettin based on weapon.
-Redid the Bishop tree, not done yet.
Crouching still not done, sorry. Will be skipped for now.
Now version .4, not many new features untill I finish the crouch.
New Features: Hub 5 bosses teleport
Friends can perform 3 types of jumps: Jump(High/Short), LungeJump(Medium/Medium), Lunge(Low/Long))
New in version 0.3
Fixes: Wraithverge now has powered mode
Bloodscourge now has powered mode
Secondary fires balanced out
Winnowing Hall map fixes
New in Version 0.2:
Fixes: Friends now follow you anywhere
Parias and Daedilon friends now correct color
Stamina invulnerability bug fixed
Stamina weapons can still use primary attacks when overused
Quietus now has powered mode
Changes: Stamina refill benefit when eating *much* larger
Fatigue(Stamina Loss) now displayed in inventory bar for reference
Some deep water in Darkmire
Improved monster AI(Not in changelog.)
New Features: New support weapons: Torches and melee weapons for each class
I don't remember any other changes.
Not: I think that the save files 2 versions are incompatible w/ each other so far, due to AI changes.
Todo:
Powered versions of Wraithverge and Bloodscourge
More ZDooM level effects(e.g. Deep Water)
More interhub links
Fix mage torch graphics
Please suggest further change ideas.
BTW, anybody willing to help w/mapping? if you are, just open the "ZHeXen-Maps.pk3" file, and choose to update one of the existing maps.
Just detail increases, deep water, traps, and things like that. email the updated maps to jingodrake@gmail.com. If you choose MAPs 2,13, 22, or 35, make sure that you add a script 666 that cancels the Korax Intro("Greetings, mortal. Are you ready to die?") and executes any additional scripts that would be normally called from the intro script.e.g. MAP27 had a lift that started at the end of the taunt. I made 666 start it as well.
P.M. me if you are willing to help.
Proposed goals v 2.0:
Nine more DM maps(Hexen themed, deathmatch aimed)
Single maps with one portal for entrance and exit.
No hubs.
They [i]may[/i] use keys found in the world, but [i]may not[/i] contain keys.
They may only use puzzle items that are unique to that map.
Final room contains a unique monster(boss,) and a teleporter back to the start room.
No weapon pickups.
No DM starts.
Mana, artifacts, monsters are fine.
If anyone wishes to contribute, feel free.
Last edited by Drake Raider on Sat Aug 20, 2011 3:21 pm, edited 36 times in total.
CodenniumRed wrote:Um... where's the post or download?
X( *Whap* Sorry Shades, total facepalm moment.
Drake Raider wrote:
I intend to add that you can only use melee attacks 200-some times w/o using a afrit or demon corpse. Afrit adds 3 or so uses, demon adds circa 20 uses.
Uh, not to sound unduly negative, but I thought the point of the melee weapons was to have a fallback you could always use... Please forgive me if I misunderstood the meaning there.
Anyway, better monster AI and some randomness both sound refreshing.
Sorry about that. The file is having a hard time uploading. I've tried sendspace and fileshack, but it won't load, so just wait. But I have some screenshots, too. 17 meg file. And the The melee uses limit comes from an earlier attempt to make an rpg mod. I haven't got around to fixing it.
I find the mage's starting weapon WAY too weak, and the custom maps lack in detail.
BUT - I DO like the way that based on what class you choose, the other two guys are there to help you. Now THAT'S an interesting featurette. AND They use all the weapons they currently have!
CodenniumRed wrote:BUT - I DO like the way that based on what class you choose, the other two guys are there to help you. Now THAT'S an interesting featurette. AND They use all the weapons they currently have!
Wait WUT?
Well heck, I wouldn't have more than glanced at this topic but for that!
They have all the weapons when they start to the best of my knowledge, but they only use the ones that they have mana for, and choose their attack based on the range of the enemy. But they DO have Limited mana, though it regenerates, so they use weaker attacks more often.
EDIT: Could anyone tell me how to make the friendly monsters go through BLOCKMONSTER linedefs?
Thanks Ethril. I am working on Version 0.1.1, now, w/ even better ai, bug fixes,(Like the monster blocking one,) and more detail and secrets. Please continue feedback.